[v1.7.0+] Prepare Stealthily/Consolidated Artifice
Posted: Sat Jan 28, 2023 11:03 pm
Been fiddling around with chucksneed's Trapmaker class (fun so far, but dunno how far I'm going to be able to get with it…), and it's reminding me afresh of some minor annoyances with traps and tools that I've also run into while following GrayStillPlays' stealth/throwing knives rogue build (since Trapmaker also seems to want to be run in a semi-permastealth mode). As is my standard practice,
I've whipped up a couple addons to address those annoyances, and since they're kind of related, I'm announcing them both at once:
Prepare Stealthily: Reminiscent of Stealth Transmo; it vaguely annoyed me that changing my prepared traps or tools would break stealth, especially when changing my poisons mix doesn't. As a first pass, we just unilaterally set all the relevant talents to 100% chance of not breaking stealth; if people think that's too powerful, I can rein it in a bit and require that no hostiles be visible, as I did in Stealth Transmo (which I expect will be a lot easier to achieve with talents than with objects).
Consolidated Artifice: This one was a bit more annoying: why, I thought, do I need six talents cluttering up my toolbar and taking up valuable hotkey real estate for things that I'm likely to do only a handful of times in the course of the game? Well, that's where this addon comes in.
In the new arrangement, we only need two active talents, Trap Mastery and Rogue's Tools, from whose expanded dialogs you can do all your trap or tool preparation at once. The other talents are changed to passive, and influence the behavior of the two main dialogs, as shown below:
If I've done this right, the extra talents should still have all their usual effects; for instance, the effects of your second tool, as prepared under the "Tool 2" column, will still scale with your Cunning Tools talent level, just as it did when you were using that talent to prepare said tool.
[And looking ahead, I'm not sure if either of these could go into ZOmnibus or ZOmnibus Lite, since neither is really amenable to being turned on or off via a game option.]
[Implementation notes:]

Prepare Stealthily: Reminiscent of Stealth Transmo; it vaguely annoyed me that changing my prepared traps or tools would break stealth, especially when changing my poisons mix doesn't. As a first pass, we just unilaterally set all the relevant talents to 100% chance of not breaking stealth; if people think that's too powerful, I can rein it in a bit and require that no hostiles be visible, as I did in Stealth Transmo (which I expect will be a lot easier to achieve with talents than with objects).
Consolidated Artifice: This one was a bit more annoying: why, I thought, do I need six talents cluttering up my toolbar and taking up valuable hotkey real estate for things that I'm likely to do only a handful of times in the course of the game? Well, that's where this addon comes in.

[And looking ahead, I'm not sure if either of these could go into ZOmnibus or ZOmnibus Lite, since neither is really amenable to being turned on or off via a game option.]
[Implementation notes:]
Code: Select all
Prepare Stealthily:
Hooks:
ToME:load [to modify talents]
Consolidated Artifice:
Hooks:
ToME:load [to modify talents]
Superload:
data/talents/cunning:
traps.lua [to expose some trap-related utility methods]